Aonuma on Zelda: Breath of the Wild – Miyamoto taking a step back, single-screen experience
Posted on 8 years ago by Brian(@NE_Brian) in News, Switch, Wii U | 96 Comments
This information comes from a Wired interview with Zelda producer Eiji Aonuma…
On Miyamoto stepping back a bit…
“I’m actually the one who was the most affected by Miyamoto taking a step back, because now I have to take on all the responsibilities of Zelda. I thought, hey, this is my chance to create something I really want to create!
Miyamoto is God, so even when I say, hey, this is what I think should be done, they’ll always question: ‘Well, what would Miyamoto say?’ Up until about two years ago, Miyamoto actually had a lot of comments and advice about Breath of the Wild.”
On having it be a single-screen experience…
“We realized that having something on the GamePad and looking back and forth between the TV screen and the GamePad actually disrupts the gameplay, and the concentration that the game player may be experiencing. You have your car’s GPS system on your dash. If you had it down in your lap, you’re going to get into an accident!”
Paper Mario: Color Splash boxart, screenshots, art, fact sheet
Posted on 8 years ago by Brian(@NE_Brian) in Screenshots, Wii U | 4 Comments
Paper Mario: Color Splash E3 2016 trailer
Posted on 8 years ago by Brian(@NE_Brian) in Videos, Wii U | 33 Comments
15 minutes of off-screen Paper Mario: Color Splash footage, interview
Posted on 8 years ago by Brian(@NE_Brian) in Videos, Wii U | 12 Comments
Tokyo Mirage Sessions #FE – Nintendo Treehouse: Live @ E3 2016 recording
Posted on 8 years ago by Brian(@NE_Brian) in Videos, Wii U | 0 comments
More: Atlus, E3 2016, Tokyo Mirage Sessions #FE
More footage of Crash Bandicoot in Skylanders Imaginators
Posted on 8 years ago by Brian(@NE_Brian) in Videos, Wii U | 1 Comment
Tokyo Mirage Sessions #FE E3 2016 trailer
Posted on 8 years ago by Brian(@NE_Brian) in Videos, Wii U | 0 comments
More: Atlus, E3 2016, Tokyo Mirage Sessions #FE
Nintendo Treehouse: Live @ E3 2016 live stream (day two)
Posted on 8 years ago by Brian(@NE_Brian) in 3DS, Videos, Wii U | 0 comments
The second day of Nintendo’s Treehouse stream will begin in about an hour from now. Expect it to kick off at 10 AM PT / 1 PM ET / 6 PM in the UK / 7 PM in Europe.
Pokemon GO will be kicking off today’s broadcast with a developer Q&A. We’ll also be hearing about a new 3DS RPG apparently, in addition to Mario Party: Star Rush, Paper Mario: Color Splash, Tokyo Mirage Sessions #FE, Dragon Quest VII, Yo-kai Watch 2, Rhythm Heaven Megamix, and Monster Hunter Generations.
You can watch the stream below. If any big stories come in, we’ll have the news up on the site.
Pokken Tournament update files include references to Scizor, Darkrai and Empoleon
Posted on 8 years ago by Brian(@NE_Brian) in News, Wii U | 25 Comments
Pokken Tournament received a new update last night, bringing the game up to version 1.3. Some people have since been poking through the files to see if there’s anything interesting hidden away.
Reddit user BananaMuffinFrenzy did manage to come across some potentially interesting things. First, the inclusion of a “evt_sphit_Scizor” file was found. There were also a few other noteworthy files:
btlseq_en.drp\evt_395_iwakudaki_hit
btlseq_en.drp\evt_491_darkhole_throw_catch
btlseq_en.drp\evt_491_darkpulse_hit
btlseq_en.drp\evt_491_darkpulse_hold_hit
btlseq_en.drp\evt_491_exATK_hit
Empoleon is 395 in the Pokedex, and ”Iwakudaki” is Rock Smash. Darkrai is 491 in the Pokedex, and can use Dark Pulse and Dark Void (Dark Hole in Japanese).
These findings have people speculating about Scizor, Empoleon, and Darkrai being added to Pokken Tournament. It remains to be seen what will actually happen in the future, however.
More: Pokken Tournament, title update, top
Aonuma on Zelda: BotW – Link jumping, art style, Guardians, open world, breaking traditions
Posted on 8 years ago by Brian(@NE_Brian) in News, Switch, Wii U | 13 Comments
This information comes from Zelda producer Eiji Aonuma regarding Zelda: Breath of the Wild via a TIME interview…
On letting Link jump manually…
Aonuma: We never really questioned it, we just created a game where there wasn’t a jump function. But we always had an auto-jump. In order to create an environment where we implement an auto-jump function, we had to make sure players always know where to go. We basically created an environment where, say there’s a cliff, a wall, then we created a wider area where users could approach and then auto-jump.
In Breath of the Wild, where you have an environment where things are rounder and rockier, it’s really hard to create that auto-jump function. That meant we had to let it go. We really wanted for Link to climb up things, but it wasn’t fun to create an auto-climb function. By contrast, it was really fun to have Link actually grab on things, and then being able to control that climbing motion. That’s why we needed to introduce jumping, so Link could jump up on things and start climbing.
Back when we were working on this, I wasn’t 100% sure players would be happy with the change, because it’s been such a big part of the franchise for such a long time. But after this E3 experience, I’ve gained confidence it was the right decision.